

The active state can be toggled to Skip or Off. When an effect is applied to an actor in the combat tracker, in addition to the fields added in Campaign Effects, a few additional fields have been added.Īctive State: By default, an effect is set to always be active (i.e. If the numerical duration is zero (or empty), then the effect does not expire. (See below for effect label components.)ĭuration: The duration consists of two fields indicating a numerical value and a unit period (round, minute, hour, day). If set to Singles, each component of the effect will be applied once when relevant, then removed. If set to Roll, the effect will be applied to the next relevant single roll. If set to Action, the effect will be applied to the next relevant action (set of rolls)(i.e. The expenditure button can be toggled to Action, Roll or Singles as well. The effect text field can contain one or more modifiers or conditions that adjust rolls made by that CT actor.Įxpenditure: By default, an effect is applied to all future rolls until the duration expires. In addition to the effect text field and visibility fields, the 3.5E ruleset adds an effect expenditure toggle button and duration fields. There will be some powers and effects that will not be able to be represented in the current version of the ruleset. The primary focus of the effects system is to support the abilities and spells in the core rulebooks. 3.5E can be a very complex game, as it is built using exception-based game design principles. The effect system was built to handle 80-90% of the rules available in the game system (including automatic parsing of effects from ability and spell description text). Just provide the description text from the rulebooks directly into an ability or spell entry on the Actions tab of the character sheet, or drop the abilities and spells from your own data modules.

While effects can be entered manually, the effects system was also designed to pull the effect information directly from the ability or spell description text by parsing the words. It is recommended that you slowly add effect capabilities to your game until the comfort level of you and your players has been reached. Many features provided in this section can be handled manually by calculations done by the players and GM, just like sitting around the gaming table. Effects in the 3.5E ruleset can be very complex, once you decide to take advantage of all of the functionality available.
